Commando Archive

Thread: Pre-Combat Balance Change Suggestions

cobratheblue
Wed Jul 14, 2004 12:05 am
#40

Ok Ive have mastered commando on 2 servers now. I love this profession.

There are a few changes I would make to this profession.
For PVE give us something the can actually hurt high level mods.
For PVP give us commando center of being and cut the special fire rate in half.
For PVE and PVP give us a butt stroke to the head special.
For PVP and PVE increase our defense capability especially the knockdown defense.
For PVP and PVE improve our accuracy
SpunkyKuma
Wed Jul 14, 2004 12:18 am
#41

Give back commandos the ability to craft munitions they once had back in beta, it's getting alot harder to find weaponsmiths willing to supply munitions let alone launchers.


And perhaps up the LP to AP1.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
DragonSnack
Wed Jul 14, 2004 12:27 am
#42


Am I missing something?

If I stand in the balst radius of a grenade why shouldn't I get hurt?


Everything and I do mean everything,within the blast radius should be damaged.


If I don't want to get hurt thenI don't use a grenade.



Increase the distance that the grenades can be trhown so I don't have to think about getting hurt.


Ster
Wed Jul 14, 2004 12:53 am
#43






Latenighter wrote:
Excellent point Odai.

If they ensure that you throw the grenade beyond blast radius, then the blast damage to the thrower is a non issue.

The only problem for consistency is that the bomb droids can go off with the user in the blast radius and the "thrower" is not damaged. Same with CM's. They can throw area poison/disease but it does no damage to them. Only Commando's have the precious ability to commit suicide using one of their weapons. If they want to apply the downside to bomb droids and CM's and have them kill themselves with their own weapons too, then it will make things even at least.

Otherwise, treat us the same and don't let us kill ourselves.

RIEN

Master Commando - Corbantis



Bingo.




Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
StarNick
Wed Jul 14, 2004 2:48 am
#44





Garvin Wrote:



Thanks...


Remember...the key thing to this is probably "the easier it is, the more likely we could get it"...


TH has made no problems, but I'm sure they realize that we all still have a long wait until the CB hit's live...and most of us have been waiting since before Publish 7 when we got seriously NERF'd...He wants to know what they MIGHT be able to do for us and other professions in the mean time...no promises though...






Or the few of us who've been waiting since the 2nd week after launch...



Also...great list...cant really add anything, cuz what I wanted to add has already been said...and been said mmaaannny times in the past..frankly..im outa ideas! A lotof our problems have been reoccuring for nearly a year now....




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

SuperTurbo
Thu Jul 15, 2004 4:35 pm
#45

Garvin,


One big request before you submit the list.


Make sure all the request is specific. Stuff like Accuracy #, Defense, etc


Don't give them something that's somewhat vague such that it's left to their interpretation (sp?)...



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
garvin
Fri Jul 16, 2004 8:56 am
#46


First off, I'm still strongly pushing for all of the changes we've listed so far in this thread...but more and more, I'm find that if we don't get it all, there are 2 BIG things that I think would help us make it to the CB actually going live...These 2 things are everything we want, but they are more things that would basically help us deal with our present issues and I strongly believe they wouldn't be extremely hard or time consuming for the Devs to implement...Remember...I'm going for quick fixes that will help EASE our pain while we wait for the CB...a band-aid of sorts...








1) Heavy Acid Rifle


Problems:


  • It's a weaker clone of the Flame Thrower


    • Less Damage then the Flame Thrower (and no AP)

    • No DoT

    • Shares the 16m Range Restrictions

    • Shares the Combat Queue Delay penalty on all of it's specials

    • Most NPCs with high Heat Resists ALSO have high Acid Resists

Solutions:


  • Slightly Lower Damage level and then give AP2 or AP3 (NOTE: they won't give us AP based on the HAR power according to what TH has told me in the past...that's why I suggest lowering the power slightly)

  • Remove Combat Queue Delay penalty (mainly because of the lower damage and NO DOT)

  • Increase Range of Specials to at least 32m (more preferably 64m of course)

  • Merge the Acid Tree with the Flame Tree (this couldwait to bea CB change)

Reasoning:


For the above suggested changes, no new animations or artwork would be needed, only programing changes, and this would create a more unique weapon for Commandos to use strategically. Commandos are a cross between a Melee and Ranged Professions so it makes sense that they have a weapon that is at least capable of specials inbetween Melee and Ranged restrictions (32m).

2) Combat Queue Delay Reduction or Elimination


Problem:


Commandos were originally given a Combat Queue delay timer on all of their specials as a penalty price for high damage capability. Since then, Commandos have had their power severly NERF'd to the point where they are out-damaged by other non-penalized professions when Damage Per Second is considered, mainly thanks to the Combat Queue delay timer, poor speed of our weapons and poor accuracy.

Solution:


While we wait for the Combat Balance to go live, the Combat Queue delay should be removed or severely reduced to improve the Commandos capabilities with our weapons. Other ingame penalties, including poor accuracy, speed and high heat/acid resists will still keep Commandos in check.

Reasoning:


The Weapon Delay Timer has been put in place as discouragement on frequent weapon switching. Because of this, Commandos are now being encouraged to keep their Flame Throwers equiped longer and not rely on dabbled weapon skills to "enhance" our already lacking strategic abilities. This has, in turn, increased the potential of being out damaged by other professions that cost less skill points and have far less or no restrictions.


Commandos cost more skill points and have less defenses then many other Combat Professions. It does not make sense to penalize our one working weapon when other less skill point costing professions are capable of higher damage rates and at the same time get higher defenses.


If the CB is meant to take our Power into consideration based on the penalties and such, then remove the penalty now and add it back in when the CB goes live. Give us this now to help Commandos compete.


Awhile back on TC for a couple of nights the Delay was accidently removed. I was able to test using the Commando weapons minus the delay and it definitely made up for the reductions we received prior to the Publish 7 NERF and in no way over-powered us. It actually made me want to keep my Flame Thrower equiped longer, not relying on my secondary TKA skills to set up for a Flame Special, and therefore this would be a FIX to go with the new Weapon Delay added ingame.






I am asking the Devs to please STRONGLY consider at the very least these 2 changes...By doing these 2 changeswe would instantly create a much happier Commando community who would have less reasons to stess over the CB wait. At the very least let us test out these changes on TC to see the actual effect on our profession.


Thoughts Or Opinons? If we didn't get everything else, but did get the above, would you be a happier Commando until the CB (when we are suppose to get our actual fixes)?


I know these are not the end all be all perfect solution, but if we at least got these changes would you feel better as a Commando? OR...is there something else that is far more important then 1 or both of the above suggestions that we need prior to the CB? Remember, anything involving new animations, graphics or intense amount of programming makes are chances of getting it prior to the CB basically slim and none...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

ghola_flurry
Fri Jul 16, 2004 9:03 am
#47

I'm partial to a grenade revamp, but right now I'd take just about anything they can give us.



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
Skeptic666
Fri Jul 16, 2004 9:15 am
#48

one more make it so Grenades don't hurt the user or make the cms and bomb driods hurt the users!



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
garvin
Fri Jul 16, 2004 9:23 am
#49






Skeptic666 wrote:

one more make it so Grenades don't hurt the user or make the cms and bomb driods hurt the users!





Grenades are still a HUGE priority to me...but if I had to rank the top 2 changes out of 3 choices (the 2 listed above and Grenades), I'd personally put Grenades in 3rd place...My reasoning is that I feel we could get more out of a 32m ranged weapon more then we could get out of a 5 pack grenade...


Grenades I want to see receive lots of love, the above changes I posted are quick fixes to make things better while we wait for other real fixes like Grenades and such...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

StarNick
Fri Jul 16, 2004 9:30 am
#50

More so a huge area to get fixed quickly, as gernades seem to be the #1 way to kill jedi!


Just think...commandos..will have a purpose!!


JEDI KILLERS!!



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Tripping
Fri Jul 16, 2004 9:31 am
#51

We need armor pierce for all of our non consumable weapons! LP AP1, FT AP2, HAR AP3. WIth 60 base plus armor makes our weapons DO NOThit for jack in pvp, and I dont see a change to armor coming anytime soon now. Without the dot on the HAR it should at least be AP3 so the special can actually do some serious damage. I'd take the 2x melee damage if I plugged a guy for 1-2k of straight damage. We are the only elite profession without a non-consumable AP1 or more weapon. Lastly,most of us have seen wild west movies and I dont think it took them 3-5 secs to switch from a pistol back to their bare hands and vise-versa. Quick Draw would be a great bonus in the pistol using classes at master to cut out the weapon swap delay cuz it is just plain stupid.


Here is one last suggestion, why dont they make shock(electrical), heat and cold resistance of armor based upon the resources used to create it? Heat, cold and Shock resistances are already included on every resource used for armor, so why not just add that into the schematic. I think that would significantly lower the heat resistance in armor and give us more of a punch as well. Instead of just focusing on OQ and SR to make great based armor, have heat, and cold reistances of a resource also directly impact the armors resitance to that form of damage.


Tripping Billies
DrkSensei
Fri Jul 16, 2004 2:07 pm
#52

How about having them change the mods to the Demolitionist belt? Keep the throwing accuracy and maybe add some of the heavy weapons modfiers they mentioned( if they move to a single set of mods)



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